Pikeman Archive
Thread: guide to looted pikemen weapons revised 1/11/2005
the guide was originally found at http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=24377 and i just touched it up and added some things.
JALIA - i took a lot of the updated info from her. thanks for keeping the post accurate Jalia!
- Jalia's blurb on pike condition -
(even 495/495 is good enough for the life of a DOT weapon. its fthe DAMAGE PIKES that need high condition for weeks of battles)
In general, people remain quite unsure of just how effective different repair methods, tricks, superstitions, and skill mods are at helping a successful repair. One would assume naturally that a 99% tool would help but again, no solid, conclusive, reinforced evidence has been given and cofirmed regarding this. Personally, my own technique involves waiting til the weapon is below 25% condition...To me it is a GIANT WASTE to repair a pike which is at 400/750 condition. I firmly believe that I have had the same approximate degree of luck as anyone else, and I get to use my pikes far longer than people who jump to repair at 50%
(I have had numerous 'Minor Blemishes' 712/712 and getting 600/600 condition seems to be the norm, occasionally I get a 495/495 but as yet I have only failed once in months) There almost seems to be a 'random number seed' each character might be given at login, I have had days where many reapirs go very well, and days where they all went badly. (I have been known to practice-repair some junk items first on any given day to see if 'my luck' for the day was good or bad....there do seem to be trends)
Mostly those are just my tricks/superstitions.....but there are some things that many people have found helpfull as well...
Some SHARED/COMMON TRICKS to try:
1) BATTLE FATIGUE SHOULD BE 0 (who knows how badly health mods affect repair rolls, heal wounds too, just to be safe)
2) SIT DOWN (again, nothing conclusive, but you heal faster sitting, it CAN affect other variables to be safe, besides, immersion-wise it makes sense)
3) GET DRUNK (Ok that sounds odd, but any food/drink combos that boost your MIND, FOCUS, AND WILLPOWER, may potentially have an effect)
BOTTOM LINES : Condition is critical on looted pikes BUT differently depending on usage. Low condition is OK for DOT but not for DAMAGE.
Repair remains mysterious but with some simple and general precautions such as BF and posture (sitting) you should have decent success
People dont like buying weapons they have to GAMBLE ON (ie: repair themselves), if the condition is low enough, repair it PRE-SALE.
Mods ONLY MATTER IF the weapon is useful for fighting with with the notable exception of decent nerrain negotiation (10+). Even if the mods are great but the stats on the weapon are terrible, then the weapon is junk because no one would use it just for the mods (except terrain negotiation). Mods are icing on the cake. and i will eat that cake if i ever see a +crafting mod on a looted weapon ![]()
WORK
Block - this is used by pikemen, obviously the higher the better
Polearm Accuracy/Polearm Speed - obviously the meat and potato's of the pikeman profession. Also keep in mind that +accuracy and +speed mods will help balance out any poor potency/weapon speed/uses. a master pikeman speed maxes at approx 90 with a 5.0 LVA.
Def VS *whatever* - until they find out a mod that no one has ever heard of (Def Vs. DiscoDancing for example) all these are valid. if you have a great lance with def vs dizzy or def vs knockdown you are likely to get much much more due to the fact these two DefVs. are critical in PvP
DO NOT WORK
Polearm Counterattack - does not have any obvious working properties. if it does help you defend against other pikemen its unknown at this time.
Polearm Damage - does not work, only TKA's have a +damage mod that works. for argument sakes lets assume it works. the only +polearm damage that would be worth your time would be a +15 to a +25 (since it caps at +25 for clothing/armor/weapon mods)
As far as I know ANY looted ITEM with multiple mods will have all mods functional.
If the stats are player-made quality or below, it is not worth more than player-made ones.
Example:
LVA: +25polearm speed +25 dodge 60-359 damage 5.0 spd - good although pikemen do not use dodge, its a good weapon for novice grinding(+speed, decent damage)
LVA: +25 carbinespeed 25-250 6.5spd - garbage since carbines are not used at the same time as the pike, also take into account the poor speed and the low damage
Importantly: Just because you looted it doesn't mean it should automatically be worth anything.
Message Edited by DeludedBioEngineer on 11-01-2004 07:36 PM
Message Edited by DeludedBioEngineer on 03-18-2005 11:30 PM
master pikeman
antares_Kauri wrote:
Excellent job, del, good format.
And Iacou...these posts were made for people just like you, who don't know much about polearms. If you look at the post again, you can see the answers to your questions right there. In short, they are: nothing, nothing, nothing. Well, you might sell them on the bazaar to someone else who doesn't know much about polearms.
antares
master pikeman
the irony was not lost on me
NightSister Lance: (cond= 438/750)
+25 Polearm Accuracy
+25 Polearm Damage
6.2 spd, 7-133 dmg, +7 to all ranges
HAM 26/58/28
nice show off weapon..over all crap..sorry
NightSister Lance: (cond= 668/750)
+12 Polearm Evasion
+3 Polearm Speed
+4 Warcry
6.2 spd, 17-336 dmg, +7 to all ranges
HAM 11/50/14
not bad for a basic lance...decent damage for a grinder (the +speed..maybe the warcry? ) but poor speed.
Vibro Lance: (cond= 689/750)
+10 Counterattack
+7 Polearm Evasion
Ap1, 5.8 spd, 80-294 dmg, -24 to all ranges
HAM 43/37/15
sorry..useless unless you manage to get at least a 380 damage slice..even then the mods are pointless
Thank you for your time in reading this. And sorry but I dont know anything about polearms.
Iacou Ikaila - Ex HoloGrinder
-edit- did i just notice this get stickied to the top? ![]()
Message Edited by DeludedBioEngineer on 05-25-2004 04:01 PM